Holy Paladin Healer Talents & Build Guide - Battle for Azeroth 8.3

Talents are one of the core character systems in World of Warcraft, giving players the option to customize their character by choosing different abilities.

In this guide, we will explain how all Holy Paladin talents work and what are the best Holy Paladin talent builds to use in World of Warcraft: , including specialized content like Raids and Mythic+. We also highlight all the best uses for each talent, so you can confidently pick the right talent to use for every situation, as well as the best Honor Talents to use while you are enjoying the bonuses from War Mode.

About the AuthorThis page is being updated and maintained by Pelinal. A Holy Paladin with over 10 years experience raiding in various top end guilds. He is also part of the Holy Staff of Hammer of Wrath Paladin Discord. If there are any questions, feel free to contact him on Twitter

Best Holy Paladin Talents

Looking for a quick Holy Paladin build? This is the right one for you! However, if you are looking into something more specific like serious raiding or Mythic+ Dungeons, check other builds below.

Glimmer of Light Build

As time has gone on the "Glimmer" build has proven to be the superior choice in nearly all content. As such I recommend switching to it as soon as you can. Check out our guide for it Here! If you are sticking to the standard play style read the rest of the guide below!

New, Modified and Removed Talents for Battle for Azeroth

Battle for Azeroth saw fairly significant changes to some of our existing talents, as well as adding and removing some other talents. Removing some of our less used talents and moving talents so that they can better compete with each other. Below I will go over all of the changes to our talents in Battle for Azeroth, as well give a few recommendations for builds for various forms of content.

REMOVED Balise du Porteur de Lumière Mastery: Lightbringer now increases your healing based on the target's proximity to either you or your Beacon of Light, whichever is closer.The healing and range of Light of Dawn are increased by 30%.

REMOVED Martyr fervent Holy Light and Flash of Light reduces the mana cost and damage taken from your next Light of the Martyr by 25%, stacking.Removed

New Talents

NEW Croisé vengeur You become the ultimate crusader of light, increasing your Crusader Strike, Judgment, and auto-attack damage by 30%. Crusader Strike and Judgment cool down 30% faster and heal up to 3 injured allies for 250% of the damage they deal. Lasts 20 sec. Level 90 row.

NEW Éveil Light of Dawn has a 15% chance to grant you Avenging Wrath for 10 sec. Level 90 row.

Moved or Changed Talents.

MODIFIEDAura de sacrifice While you are above 75% health, 10% of all damage taken by allies within 10 yds is redirected to you and reduced by half. While Aura Mastery is active, 30% of damage is redirected and reduced by 75%.

MODIFIEDDessein divin Casting Light of Dawn or Holy Shock has a 20% chance to not trigger that spell's cooldown, and to make the next cast free. Moved to Level 100 row.

MODIFIEDJugement de lumière Judgment now causes the next 25 successful attacks against the target to heal the attacker for (5% of Spell power).Moved to Level 75 row.

Recommended Holy Paladin Talent Builds

Tier 1 (Level 15) Talents for Holy Paladin

Don de foi: This is the reccomended choice for Raiding. It is an incredibly mana efficient heal and helps fill globals that would otherwise just be hard casted Holy Light's. It can be hard to use initially as it requires some finesse in timing the spell with its 5 second delay. Ideally you should use this on targets who are about to take damage (With some kind of debuff), or hard cast it on the tank. Even if you 'Lose out" on the Beacon transfer.

Puissance du croisé: This talent is still a good choice in some situations, it can give you great mana sustainability in encounters, and provides some free damage! The downside to this spell is particularly in challenging raid encounters you may be going multiple seconds without casting a "Direct" heal which can get people killed. It also has great synergy with Croisé vengeur.

Marteau de Lumière: This talent isn't a great option, it costs a ton of mana and doesn't provide that much healing. Although it should not be completely ignored, if the damage pattern of an encounter is incredibly bursty you may find it being a great talent. It is also far simpler to use than Don de foi and if you find you are not using Don de foi to its fullest may opt into this talent instead.

Recommended:

Ultimately Don de foi shines in raids for the above mentioned reasons, if you find yourself struggling to use it however you can take Marteau de Lumière in most encounters, as ultimately this talent is relatively low impact making up a very small percentage of your overall healing so even though Don de foi is better, and you should learn to use it properly we are talking about a 1-2% HPS difference in the grand scheme of things.

Tier 2 (Level 30) Talents for Holy Paladin

Règne de la loi: This is certainly the recommended talent, it makes Maîtrise : Porteur de Lumière far more effective in the long run, while also being incredibly useful to save lives of players who may be out of your 40 yard range. It is off the Global Cooldown and costs no mana so there is no downside to it. I highly recommend practicing with this spell and getting into a good habit as the other options just aren't great.

Cavalier: Although not recommended this talent isn't necessarily useless in raids. There are occasionally some encounters that have such high mobility requirements, or mechanics that frequently require you to move a great deal and taking this can be helpful. If you find yourself always falling behind your raid, or you just constantly die to something and think man, I wish I had another Palefroi divin you may want to take it. But only do so if it is your last resort as Règne de la loi provides so much throughput you would hate to lose it.

Recommended:As mentioned above Règne de la loi is recommended in all raid encounters, it is the only talent that provides throughput on the row, and thus outperforms its competitors by a large margin.

Tier 3 (Level 45) Talents for Holy Paladin

Repentir: This talent can be useful in some dungeons, as there are certain mob types your group may not be able to CC (Namely Undead) and you can lock it down, without entering combat and skip some mobs. But in raids it very rarely sees use.

Lumière aveuglante: This talent can be useful as an AoE interrupt. In most situations all the mobs will have DoT's on them and thus the CC portion of this spell will break instantly. But if they were already in the middle of a cast you just interrupted it briefly!

Poing de la justice: This talent can be taken if you just won't find a use for the other two. Very rarely is it important in encounters, but in some Niche situation could be useful.

Recommended:This row is 100% personal preference, feel free to take whichever CC you want for whichever content you are doing they are all far too situational for a recommendation to be made.

Tier 4 (Level 60) Talents for Holy Paladin

Aura de dévotion: This is the default option in nearly every circumstance, it provides a significant amount of damage reduction and can be invaluable. It is also slightly different than its Legion counterpart as although it lists a 10% damage reduction, as opposed to the old 20% it now doesn't diminish as much in larger clumps. This makes it a buff overall for raiding, instead of being a 1% DR with 20 or so people on you, it is closer to 3%! Which makes it far better in those situations.

Aura de sacrifice: This talent got reworked a fair amount, on paper it is a decent option, and in certain scenarios where you have incredibly high amounts of self healing through either Azerite Powers or large quantitys of Leech it can be good. But overall will just pan out to being worse than Aura de dévotion. This is primarily because its damage "Transfer" will cut off at 75% health, thus contributing nothing. So you will need to take full advantage of it invest several personals, or externals to keep the paladin above that 75% health threshold for a marginal gain compared to the 20% already available through Aura de dévotion. Not to mention the potential danger of having your health always being at 75% which is far more important than in Legion where paladins had an additional 15% maximum health that has been taken away.

Aura de miséricorde: Unfortunately this talent in terms of raw throughput cannot compete with Aura de dévotion. It does have the advantage of showing up on healing meters, which is something Aura de dévotion does not. This means that it is predominantly going to be taken as a "padding" talent, and although you may see many paladins with top logs using it, they are actually being less effective for their raid by taking it. For more information read the section below on this talent.

Recommended:Aura de dévotion will be your go to in literally every form of content, the other two just can't compete mathematically, or logistically.

Tier 5 (Level 75) Talents for Holy Paladin

Jugement de lumière: This will be your default choice for raiding, it is incredibly mana efficient and does a significant amount of HPS. This talent is so strong primarily because of the Grâce du justicier trait. Grâce du justicier is the most powerful trait we have access to in raids currently, and as such we want it on at least one piece of gear, ideally two. By taking Jugement de lumière it becomes even better because you have even more incentive to use your Jugement's. It also provides some free damage over the course of an encounter!

Vengeur sacré: Is now on the Global Cooldown meaning it is less effective overall. It will have a hard time competing with Jugement de lumière if there are no Azerite Trait's involved, but could be useful if you really need the cooldown to power through difficult moments of an encounter.

Prisme sacré: Is probably the weakest option on the row currently, though not by a large margin. It just lacks synergy with anything right now, and maybe does a little bit lower healing than the other options. If however you can't find a good use for Vengeur sacré and don't have a Grâce du justicier azerite trait you could take this talent. But it would require near perfect circumstances for the spell to shine.

Croisé vengeur: This talent is a potent option, it provides a very large burst of damage and healing, and could easily be the highest HPS option on the row. However it has some "significant" drawbacks that need to be considered. Firstly you are restricted to melee while this is active and on some encounters you may want to position on ranged, or may have a debuff or other mechanic preventing you from being in melee making this talent nearly unusuable. In addition to this it is what blizzard calls a "smart heal" meaning it heals a random injured target, this could be a person at 30% life or someone sitting at 98% life that doesn't need healing, so that loss of control can be relevant particularly during difficult content. Finally it does not benefit from Maîtrise : Porteur de Lumière meaning your stat weights shift significantly after taking it, additionally it loses value when you have lots of pieces containing Maîtrise : Porteur de Lumière.

Courroux sanctifié: This talent is a solid all around choice if you can't stick to melee and use Croisé vengeur it has the advantage of letting you decide who gets healed as Croisé vengeur can't be controlled. It also has some utility in the form of letting you use it offensively for damage. Though this is very rarely going to be the case in raiding, save for some extreme circumstance. It however does have excellent synergy with the Incandescence rayonnante trait. If you have multiple Incandescence rayonnante's or a really high item level one this lets that trait be even more effective. This is also the go to if you find yourself having a high amount of Maîtrise : Porteur de Lumière.

Éveil: This option just isn't ideal, although it can be impactful when it proc's the randomness of it makes it hard to value, often times it will proc when you never need it, or fail to proc when you aboslutely do. As far as tuning goes it just ends up a little bit behind in HPS as is, so the randomness pushes it behind the alternatives in this row.

Recommended:Both Croisé vengeur and Courroux sanctifié have merit and as such when deciding between the two will entirely come up to personal preference, and individual encounters. There is no clear winner here and you may switch between the two depending on encounter. So both are recommended options overall.

Tier 7 (Level 100) Talents for Holy Paladin

Guide de foi: This is still going to be the preffered talent for most paladins, having access to two beacon's even though it has been nerfed is just invaluable. It provides a large amount of throughput and almost entirely defines paladins niche in raids (Being excellent tank healers while spot healing). It can also be incredibly useful to swap one of your beacons to a DPS player who is taking a large amount of damage due to a debuff, or other mechanic.

Dessein divin: Unfortunately no matter how fun this talent is to play with, it will have a hard time competing with Guide de foi. As having access to only one Guide de lumière means that you will be spending a large amount of time just moving you Guide de lumière around that nearly every advantage this talent has in proc's and mana efficiency is lost. If hypothetically an encounter exists where only one tank is taking damage and never swaps meaning you never have to move it around, it becomes a good option. But in most modern raid encounters tanks are constantly taking damage (both of them) and they are constantly swapping if one isn't taking damage.

Guide de vertu: This talent is nearly never taken in raids, although it is a solid HPS option you lose access to Guide de lumière which is your #1 utility as a paladin, it is why you are brought to raids it is what you do best. So losing something so important is not great. But even if you do take that you find that your AoE healing capabilities will still be less effective than many of the other healers, because very rarely will there be 4 targets taking a large amount of damage, so you may top up 4 people very quickly, but then the remainder of its duration is wasted in overhealing.

Recommended:Guide de foi is still your default option for raiding. Its high throughput when you have two targets actively taking damage make it exceptional, even if it is slightly nerfed. Guide de vertu has its use particularly in dungeons. However, losing that consistent beacon healing makes it a big trade-off for raiding. Dessein divin can be a viable option if there is only one target taking damage. However it suffers from forcing you to use globals on swapping beacons with major tank swaps. Meaning that the proc's you gain from the talent effectively get countered by the now dead globals created by it.

Tier 1 (Level 15) Talents for Holy Paladin

Puissance du croisé: This talent is recommended for Dungeons, as it is incredibly versatile. It allows you to flawlessly weave between both damage and healing. A large part of paladins benefit in Dungeons is currently its damage output and this talent plays a key role in that. It is also the key factor that lets paladins burst for insane amounts of single target damage (as much as most DPS).

Don de foi: This talent is a bit weaker in Dungeons but still a decent option if you find for whatever reason that you are unable to do damage. It also has great synergy with Guide de vertu. If you cast Don de foi shortly before damage comes out and later Guide de vertu the transfer will go through its full 40% amount meaning it can really be great in those burst damage scenarios.

Marteau de Lumière: This talent isn't a great option, it costs a ton of mana and doesn't provide that much healing. In Dungeons it has potentially more use as it does a ton of AoE damage as such if you are doing lots of very very big pulls can be a substantial amount of burst DPs for your group. But often times will amount to less damage than Puissance du croisé throughout an entire dungeon.

Recommended:

Ultimately Puissance du croisé will be your go to as it is just incredibly versatile it is nearly never a bad talent and you can always help damage in a dungeon while your party is topped. It helps define paladins as great mythic+ healers by increasing our single target damage substantially/

Tier 2 (Level 30) Talents for Holy Paladin

Règne de la loi: Is far less effective in dungeons, primarily you will always be in range of your party, and you will often times be clumped up better making it less of a HPS gain. But on some encounters it can still be invaluable!

Cavalier: There are plenty of times that this will come in handy in dungeons, whether it be letting you get out of bad mechanics or keep up with your group. You can't go wrong with this talent, but depending on the dungeon it may not be useful in general as it may not require much movement.

Esprit inflexible: is a solid option for dungeons, far better than in raids. Providing you with more personal survivability can be invaluable in dungeons allowing you to soak mechanics or do things that other healers cannot.

Recommended:

For dungeons this is a far more interesting row than in raids. All options have merit to them and all of them have a place/scenario where you can take them. So as such you can be safe with any of them, and may often find yourself switching between all three. Personally I still prefer Règne de la loi but it is by no means the optimal talent for dungeons.

Tier 3 (Level 45) Talents for Holy Paladin

Repentir: This talent can be useful in some dungeons, as there are certain mob types your group may not be able to CC (Namely Undead) and you can lock it down, without entering combat and skip some mobs. But in raids it very rarely sees use.

Lumière aveuglante: This talent can be useful as an AoE interrupt. In most situations all the mobs will have DoT's on them and thus the CC portion of this spell will break instantly. But if they were already in the middle of a cast you just interrupted it briefly!

Poing de la justice: This talent can be taken if you just won't find a use for the other two. Very rarely is it important in encounters, but in some Niche situation could be useful.

Recommended:This row just like in raiding is 100% personal preference, feel free to take whichever CC you want for whichever content you are doing they are all far too situational for a recommendation to be made.

Tier 3 (Level 60) Talents for Holy Paladin

Aura de dévotion: This is the default option in nearly every circumstance, it provides a significant amount of damage reduction and can be invaluable. It is also slightly different than its Legion counterpart as although it lists a 10% damage reduction, as opposed to the old 20% it now doesn't diminish as much in larger clumps. This makes it a buff overall for raiding, instead of being a 1% DR with 20 or so people on you, it is closer to 3%! Which makes it far better in those situations.

Aura de sacrifice: This talent got reworked a fair amount, on paper it is a decent option, and in certain scenarios where you have incredibly high amounts of self healing through either Azerite Powers or large quantitys of Leech it can be good. But overall will just pan out to being worse than Aura de dévotion. This is primarily because its damage "Transfer" will cut off at 75% health, thus contributing nothing. So you will need to take full advantage of it invest several personals, or externals to keep the paladin above that 75% health threshold for a marginal gain compared to the 20% already available through Aura de dévotion. Not to mention the potential danger of having your health always being at 75% which is far more important than in Legion where paladins had an additional 15% maximum health that has been taken away.

Aura de miséricorde: Unfortunately this talent in terms of raw throughput cannot compete with Aura de dévotion. It does have the advantage of showing up on healing meters, which is something Aura de dévotion does not. This means that it is predominantly going to be taken as a "padding" talent, and although you may see many paladins with top logs using it, they are actually being less effective for their raid by taking it. For more information read the section below on this talent.

Recommended:Aura de dévotion will be your go to in literally every form of content, the other two just can't compete mathematically, or logistically. This does not change at all in dungeons, if anything rings even more true.

Tier 5 (Level 75) Talents for Holy Paladin

Vengeur sacré: Is amazing in dungeons, it allows you to have an extra cooldown for those moments that get a bit hairy, as well it has the versatility of giving you 30% haste for damage if you so choose. Which as has been established is incredibly important to paladins kit for dungeons. Its a shorter duration bloodlust that you can use far more frequently.

Jugement de lumière: This option is far less effective in dungeons, mobs will die wasting its charges, the charges will take longer to consume and Grâce du justicier becomes less of a factor as it is nowhere near as valuable in dungeons. As such it is reccomended you don't take this

Prisme sacré: Is still not a good option for dungeons, as many times you will have ranged in your group that aren't in melee range to take advantage of the heal portion of this spell.

Recommended:Vengeur sacré is going to be what you take in nearly every dungeon. The other talents just can't really compete in 5-player content.

Tier 6 (Level 90) Talents for Holy Paladin

Courroux sanctifié: This talent is going to be better for Dungeons than in raids. As it doesn't suffer from the drawbacks of Croisé vengeur while gaining a significant edge in that your damage becomes far more important and this spell lets you deal out more raw DPS than Croisé vengeur. You are able to still weave inbetween damage and healing and overall gives you more control. It has great synergy with Vengeur sacré and Puissance du croisé letting you use them all together for insane damage. In addition the Incandescence rayonnante trait is one of the best ones available for dungeons, which this talent synergies with even more. Lueur de lumière is one of our most powerful traits and has excellent synergy with Courroux sanctifié making it even better for dungeons!

Croisé vengeur: For dungeons this talent is still a potent option, it provides a very large burst of damage and healing, and could easily be the highest HPS option on the row. However it has some "significant" drawbacks that need to be considered. Firstly you are restricted to melee while this is active and on some encounters you may want to position on ranged, or may have a debuff or other mechanic preventing you from being in melee making this talent nearly unusuable. In addition to this it is what blizzard calls a "smart heal" meaning it heals a random injured target, this could be a person at 30% life or someone sitting at 98% life that doesn't need healing, so that loss of control can be relevant particularly during difficult content. Finally it does not benefit from Maîtrise : Porteur de Lumière meaning your stat weights shift significantly after taking it, additionally it loses value when you have lots of pieces containing Maîtrise : Porteur de Lumière.

Éveil: This option just isn't ideal, although it can be impactful when it proc's the randomness of it makes it hard to value, often times it will proc when you never need it, or fail to proc when you aboslutely do. As far as tuning goes it just ends up a little bit behind in HPS as is, so the randomness pushes it behind the alternatives in this row.

Recommended:Both Croisé vengeur and Courroux sanctifié are good choices in dungeons, just like raids. However I would give a far larger edge to Courroux sanctifié it is just in general more versatile and controllable with the extra damage. But Croisé vengeur can be useful as it lets you top your entire party in pretty well a single global. While letting you damage through high amounts of group healing.

Tier 7 (Level 100) Talents for Holy Paladin

Guide de vertu: Unlike in raids this talent is AMAZING! It is one of the most important parts of paladins kit for dungeons. This talent lets us deal with large bursts of damage that other healers simply cannot. It also encourages that playstyle of weaving damage in during your downtime, then bursting everyone to full health as soon as it is available.

Guide de foi: Although not as potent as it is in raids, and isnt going to see as much play as Guide de vertu for dungeons, this talent can be useful. In some very difficult dungeons you will find that constant Guide de vertu use will leave you running out of mana, and as such Guide de foi can be a viable mana saving alternative. Or if specific dungeon bosses see two targets taking a very large amount of damage.

Dessein divin: This talent again just won't be able to compete with the alternatives in the row. It may see some incredibly niche use as it does increase your damage, and maybe you don't need Guide de vertu to top off your group. But its use will be very limited. It is an RNG proc that you won't be able to rely on, and in dungeons even more than dungeons you need reliable talents.

Recommended:Guide de vertu is going to be the option for nearly all dungeons. Although Guide de foi may see some use in some very niche situations, you can argue that Guide de vertu is just as effective in those scenarios, and more effective throughout the rest of the dungeon. It takes some getting used to, but once you are used to it you will never take anything else in dungeons.

Devotion Aura and Aura of Mercy

So this is going to be one of the hot topics for all Holy Paladins in Battle for Azeroth. The choice between taking Aura de dévotion or Aura de miséricorde. If you want to know the "correct" answer it is in 99% of the scenarios going to be Aura de dévotion. But I will go into why below.

Aura de dévotion didn't technically get "nerfed" it now says 10% which is a lower number than 20% yes. However instead of saying 'Split Evenly" as it once did, it now says "Diminishes" with more players in its effect, this is an important change in wording. This means that it now scales better than before with more people in the aura. Previously when you would have 20 players in your aura each player would get 1% damage reduction, this number is now actually closer to 2-3%. This makes it more effective in large raids. When comparing the auras themsleves, Aura de dévotion will "reduce" more damage than Aura de miséricorde will heal, especially as you get more and more stacked and your group takes more and more damage. This will vary depending on gear, and fight but for the most part Aura de dévotion overtakes Aura de miséricorde when you have around 7 other targets in its area. Excluding the active effect from Maîtrise des auras.

Now you may be thinking that depending on your raid size there may not be 7 targets for you to clump up on, which is true. The real difference between the two is in the Maîtrise des auras effect. Aura de miséricorde falls behind in a massive way here. As it heals for an extremely low amount compared to most raid cooldowns other healers have. Aura de dévotion however is incredibly powerful. In most scenarios Aura de dévotion reduces about twice as much damage as Aura de miséricorde would have healed during Maîtrise des auras. This can be more (or less) depending on encounter or difficulty but as of right now the difference between the two is massively favored towards Aura de dévotion.

Yes, they do and likely will. This is because on most logs the only number that matters is your raw HPS, and as such Aura de miséricorde will appear better, as it will show up on all healing meters. Aura de dévotion on the other hand is the silent yet far more effective option, it will not show up at all on healing meters. This means that paladins who use Aura de miséricorde appear to be doing more healing, but in actuality are going to be bringing less than a paladin who choses Aura de dévotion.

If you wan't a more in-depth look into the three auras and why Aura de dévotion is the superior choice, you can check out This Article. it is written by Dreamguard and he goes into this topic in great detail With pretty graphs!

War Mode for Holy Paladin

A new change in BFA is the addition of War Mode. War Mode is a new World PvP system in the Battle for Azeroth pre-patch, along with the new Honor system and Honor Talents. You are now able to toggle War Mode while in Stormwind or Orgrimmar to gain access to PvP Talents in the outdoor world as well as other bonuses, like increased rewards from World quests and 10% extra experience. The downside is that you will always be in PvP combat mode, with the rewards counterbalancing that risk.

With that in mind, not all talents give the best throughput for your Holy Paladin. We've selected the best options for you to use while doing outdoor content with this mode turned on. Keep in mind that these are the best options for PvE activities and may differ from those used when fighting other players.

War Mode bonuses may now scale up to 30%, based on how imbalanced is the PvP situation against your faction. On top of that, you will be able to turn off War Mode in any resting area, like smaller cities and inns, allowing you to leave unfavorable situations if you so desire.

Crowd Control Reduction

This row is quite straightforward it gives you 3 options all of which give you some kind of CC reduction. Implacable will probably be the best option as the game can throw all kinds of CC at you, and this makes them all just a little less annoying. The other two options are great for instanced PvP content, but choosing Implacable is never a bad option.

Remaining Three Talents

So after choosing your first talent, you get 3 more choices, there is a pool of talents you can select and some are great for open world content, below I will highlight the best ones for open world content.

Mains bénies should be one of the first ones you pick, why? Well, it gives you significantly more Bénédiction de protection! Why is this good? Well, it allows you to fall from great height's and simply ignore the fall damage! Especially if you don't have flying this can be great for navigating the world, or if you have one of those "oops" moments.

Faveur divineIs also a great option, as a holy paladin you won't have to stop often from combat. But when you do you can use Faveur divine and heal yourself up in one cast as opposed to two! Saving you valuable time.

Avant l’aube is a great option. Lumière de l’aube isn't used often in small group content, especially not in solo. But taking this talent can give you a huge instant cast burst heal every now and again, especially if you are leveling or world questing with some friends!

Vision divine May not seem great on its own, especially if you are solo. But it's not a bad choice, as you are sure to come across a friendly player every now and again and if you happen to be within 40yds of them you can give them the benefit of your aura! Which may not help you much, but it helps them! Who doesn't like helping other people!

Terre bénie isn't that useful, but if you happen to come across mobs that have really annoying slows often it can be great! There aren't too many opportunities like that but every now and again you get that mob that slows you as you kill it and has to slowly waddle your way towards the next mob.

Our Holy Paladin guides are always updated with the latest information from in-game experience, simulations, and logs; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page. If you are interested in more in-depth Holy Paladin guides for Visions of N'zoth, Battle for Azeroth's third and final content patch, make sure to browse the Navigation Bar below, and our list of Related Guides just beneath the Table of Contents.

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